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DiscoSoup

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A member registered May 18, 2016 · View creator page →

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Awesome, thank you!

Do you have a tutorial video for this?

This is amazing. Have you considered an animation or two using swords? Or would any of the punch animations work well as sword slashes if I animated the sword?

Checking this out, now!

Congrats on the baby! I remember writing books with a daughter on my shoulder.

Thank you very much. I'm sorry if I haven't gotten back to people as much as I should. I'm in a very intense school program right now. 


Regardless, thank you so much for the kind words. I'm really hoping to do something great with this.

DURF community · Created a new topic You've got me inspired

I only discovered DURF a couple months ago, but I love the system. I'm working up a game now that uses quite a bit of the base, but also modifies it. My biggest change is that you roll against the DM, including for situations that are not governed by NPCs. No static difficulty (except for the HD roll).

Dude! Sounds amazing!

It will. Man, if you make robot skull bosses, that would be sick. Or aliens would be bomb

Dude! The giant snake boss is very, very similar to something I was going to do for my big video game project. This is perfect. Thank you.

Thank you very much. I put a lot of thought into this one. I'm really happy for the positive response, and I appreciate all the support.

Is there any chance to get Shaia running, walking, attacking, taking damage, and defending with her shield from behind, like if she were in this corridor (it's a placeholder while I texturize the art)?

It is Lasers and Feelings. Although, as I type this, I think there is an even older version of that type of game.

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Dude. Have at it!

The one-stat thing is from John Harper (he released it free to use). The power thing, so far as I know, is my own idea. And I would LOVE to see what you do.

Wonderful concept. I love how there is some strategy to getting your hypothesis accepted. Thank you for providing no answers, just tools. That is the best way.

Thank you so much for the feedback, I really appreciate it.

I am going to expand it after the jam. Enemy variety is definitely one of my top priorities (along with setting and the Aeon Eater itself).

As far as the source material goes, there is no actual book. That part is just kayfabe background.

Is there any chance that you might do more Japanese characters?

Thank you so much. I do plan on doing that. Last year I did one called the ninth chant of brim tallow for this same Jam, and I created an expansion or two for it.

Thank you, sir!

So the "source material" is kayfabe.

I am going to put out more content, especially a description of the ages and what you find there. Not a long text, but more like spark tables.

Oh pardon, I should have been more clear. I meant that the output from a Sprite, if I were to use that as a game asset, could I just have the Sprite advance by one frame when my character walks to the right, say and then it would have appropriate parallax motion?

Okay, so if I get this right, this generates background that if I just drop it into my game will autoparallax scroll? 

Like, it combines all the layers into one animation that goes forward or backwards frame when your player advances?

That is pretty cool. That means I would only have to figure out my camera controls for my player as to when to advance the background.

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So, I did not anticipate the positive response that I was going to get to Embrace of the Aeon Eater. I did not realize I would run out of that many Community copies that fast, so I've just set the game to free. Please have a look and tell me what you think. Thank you.


https://discosoup.itch.io/embrace-of-the-aeon-eater

You know, the project turned out to be more popular than I thought it was going to be. So I've just gone ahead and made it free for the rest of the jam. I would love to have your feedback.

More popular than I anticipated it to be. I just sent it to free because the jam is still going. Hope you like it.

One thing that I've wondered about this set is is it like visually compatible with the ninja Forest one? That one is not listed in your samurai title, so I wasn't sure if it's got a different style.

I made sure to get this one the first day you released it. I've got a project in mind for this little slime. 

Not saying that you need to update anything, but if you ever do update this, animation Of the slime jumping would be the coolest thing ever.

Outstanding. Thank you for the updates.

I see. I don't use game maker right now, but if I make a project in that, I will keep that in mind. Thank you.

You asked for suggestions to the animation. Do you have a frame where the vial on the back is shattered?

I don't understand the text about the size of the Sprite sheet?

Oh, also, it would help if you could list the pixel size of your sprites. Thanks.

Amazing. Do you have any plans to do a kitsune, tengu, and tanuki? I'd buy all the anthro samurai/ninja, and geisha if you made them. Human, too.

Okay, so I have this pack, and I paid for it. Where do I put the assets

It's cool, because it adds value to your purchase while not taking anything from you. I'm going to be buying this pack at the $12.99 price point but my phone is being wonky. Anyway, thank you for making this.

No worries. I like your stuff quite a bit. I'm working with programs that have limited palettes (one has a user-definable 64 color palette, and the other has about 840 colors. So I end up having to redraw a lot of things. But one thing I've noticed is that some of the themes, like your Japanese them, have very different palette colors (which is awesome because it's pretty). But I am willing to bet money that if you included palette swaps of some of the assets in each pack (like the bamboo platforms and a tree from the ninja pack colored to match the Mystic Sakura, for instance), then you'd probably sell many more assets. Like it would enhance the value without being a lot of work for you (hopefully).

The reason for this is because they scale better. 8 for very retro games, but 16 for standard stuff. 16 scales up to 32 perfectly, and you can reduce 32px tiles to 16 with no loss.


I saw many of your packs that I would like to try, especially the samurai ones, which have 24px tiles.

No worries!

Amazing response time. Is there any chance you'll be able to do a set of enemy sprites that might work with this sort of game, if you know what I mean? Like maybe turtles, and such?

I'm working on a game jam. Probably won't use the duck, but I do plan on using the coins, stars, and a bunch of the background tiles. The game engine in this jam doesn't seem to allow for importing existing assets (it is primitive on purpose, that's part of the jam), so I'll probably just redraw the blocks I wanna use in the game engine's sprite editor.

It looks like there are actually five character animations. Idle (8 frames), running (7 frames), Jumping up (3 frames), landing (4 frames), and wing flapping (4 frames), which I think is meant to be death, as in, he gets hit and flies backwards. Canvas size is 42x42, character varies in size within that canvas.